Actor sheet v1
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@ -255,170 +255,31 @@ export class DarkStarsUtility {
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let actor = game.actors.get(rollData.actorId)
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// ability/save/size => 0
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let diceFormula
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let startFormula = "0d6cs>=5[blue]"
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if (rollData.ability) {
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startFormula = String(rollData.ability.value) + "d6cs>=5[blue]"
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}
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if (rollData.save) {
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startFormula = String(rollData.save.value) + "d6cs>=5[blue]"
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}
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if (rollData.sizeDice) {
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let nb = rollData.sizeDice.nb + rollData.distanceBonusDice + this.getDiceFromCover(rollData.hasCover) + this.getDiceFromSituational(rollData.situational)
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startFormula = String(nb) + String(rollData.sizeDice.dice) + "cs>=5[blue]"
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}
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diceFormula = startFormula
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// skill => 2
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// feat => 4
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// bonus => 6
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if (rollData.skill) {
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let level = rollData.skill.system.level
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if (rollData.skill.system.issl2) {
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rollData.hasSLBonus = true
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level += 2
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if (level > 7) { level = 7 }
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}
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rollData.skill.system.skilldice = __skillLevel2Dice[level]
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diceFormula += "+" + String(rollData.skill.system.skilldice) + "cs>=5[black]"
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if (rollData.skill.system.skilltype == "complex" && rollData.skill.system.level == 0) {
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rollData.complexSkillDisadvantage = true
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rollData.rollAdvantage = "roll-disadvantage"
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}
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if (rollData.skill.system.isfeatdie) {
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rollData.hasFeatDie = true
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diceFormula += "+ 1d10cs>=5[dark-stars-purple]"
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} else {
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diceFormula += `+ 0d10cs>=5[dark-stars-purple]`
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}
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if (rollData.skill.system.bonusdice != "none") {
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rollData.hasBonusDice = rollData.skill.system.bonusdice
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diceFormula += `+ ${rollData.hasBonusDice}cs>=5[black]`
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} else {
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diceFormula += `+ 0d6cs>=5[black]`
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}
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} else {
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diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
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}
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// advantage => 8
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let advFormula = "+ 0d8cs>=5"
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if (rollData.advantage == "advantage1" || rollData.forceAdvantage) {
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advFormula = "+ 1d8cs>=5[dark-stars-darkgreen]"
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}
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if (rollData.advantage == "advantage2") {
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advFormula = "+ 2d8cs>=5[dark-stars-darkgreen]"
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}
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diceFormula += advFormula
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// disadvantage => 10
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let disFormula = "- 0d8cs>=5"
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if (rollData.disadvantage == "disadvantage1" || rollData.forceDisadvantage) {
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disFormula = "- 1d8cs>=5[red]"
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}
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if (rollData.disadvantage == "disadvantage2") {
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disFormula = "- 2d8cs>=5[red]"
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}
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diceFormula += disFormula
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// armor => 12
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let skillArmorPenalty = 0
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for (let armor of rollData.armors) {
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if (armor.system.equipped) {
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skillArmorPenalty += armor.system.skillpenalty
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}
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}
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if (rollData.skill && rollData.skill.system.armorpenalty && skillArmorPenalty > 0) {
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rollData.skillArmorPenalty = skillArmorPenalty
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diceFormula += `- ${skillArmorPenalty}d8cs>=5`
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} else {
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diceFormula += `- 0d8cs>=5`
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}
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// shield => 14
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if (rollData.useshield && rollData.shield) {
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diceFormula += "+ 1" + String(rollData.shield.system.shielddie) + "cs>=5[yellow]"
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} else {
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diceFormula += " + 0d6cs>=5"
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rollData.percentValue = 0
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if ( rollData.mode == "skill") {
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rollData.percentValue = rollData.skill.total
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}
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rollData.percentValue += rollData.bonusMalus
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rollData.diceFormula = "1d100"
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// Performs roll
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console.log("Roll formula", diceFormula)
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console.log("Roll formula", rollData.diceFormula)
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let myRoll = rollData.roll
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if (!myRoll) { // New rolls only of no rerolls
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myRoll = new Roll(diceFormula).roll({ async: false })
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myRoll = new Roll(rollData.diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
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}
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rollData.rollOrder = 0
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rollData.roll = myRoll
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rollData.nbSuccess = myRoll.total
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rollData.diceResult = myRoll.total
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rollData.isSuccess = rollData.diceResult <= rollData.percentValue
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rollData.isFailure = rollData.diceResult > rollData.percentValue
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if (rollData.rollAdvantage == "none" && rollData.forceRollAdvantage) {
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rollData.rollAdvantage = "roll-advantage"
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}
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if (rollData.rollAdvantage == "none" && rollData.forceRollDisadvantage) {
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rollData.rollAdvantage = "roll-disadvantage"
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}
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if (rollData.rollAdvantage != "none") {
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rollData.rollOrder = 1
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rollData.rollType = (rollData.rollAdvantage == "roll-advantage") ? "Advantage" : "Disadvantage"
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
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})
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rollData.rollOrder = 2
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let myRoll2 = new Roll(diceFormula).roll({ async: false })
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await this.showDiceSoNice(myRoll2, game.settings.get("core", "rollMode"))
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rollData.roll = myRoll2 // Tmp switch to display the proper results
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rollData.nbSuccess = myRoll2.total
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
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})
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rollData.roll = myRoll // Revert the tmp switch
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rollData.nbSuccess = myRoll.total
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if (rollData.rollAdvantage == "roll-advantage") {
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if (myRoll2.total > rollData.nbSuccess) {
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hasChanged = true
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rollData.roll = myRoll2
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rollData.nbSuccess = myRoll2.total
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}
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} else {
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if (myRoll2.total < rollData.nbSuccess) {
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rollData.roll = myRoll2
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rollData.nbSuccess = myRoll2.total
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}
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}
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rollData.rollOrder = 3
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}
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rollData.nbSuccess = Math.max(0, rollData.nbSuccess)
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rollData.isFirstRollAdvantage = false
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// Manage exp
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if (rollData.skill && rollData.skill.system.level > 0) {
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let nbSkillSuccess = rollData.roll.terms[2].total
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if (nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.system.level) {
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actor.incrementSkillExp(rollData.skill.id, 1)
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}
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}
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this.saveRollData(rollData)
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actor.lastRoll = rollData
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat-generic-result.hbs`, rollData)
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let msg = await this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-dark-stars/templates/chat/chat-generic-result.hbs`, rollData)
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})
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console.log("Rolldata result", rollData)
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// Message response
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this.displayDefenseMessage(rollData)
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// Manage defense result
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this.processAttackDefense(rollData)
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msg.setFlag("world", "roll-data", rollData)
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}
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/* -------------------------------------------- */
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@ -512,7 +373,7 @@ export class DarkStarsUtility {
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break;
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}
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chatOptions.alias = chatOptions.alias || name;
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ChatMessage.create(chatOptions);
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return ChatMessage.create(chatOptions);
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}
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/* -------------------------------------------- */
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@ -520,7 +381,7 @@ export class DarkStarsUtility {
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let rollData = {
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rollId: randomID(16),
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rollMode: game.settings.get("core", "rollMode"),
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advantage: "none"
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bonusMalus : 0
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}
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DarkStarsUtility.updateWithTarget(rollData)
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return rollData
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@ -536,7 +397,7 @@ export class DarkStarsUtility {
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/* -------------------------------------------- */
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static createChatWithRollMode(name, chatOptions) {
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this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
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return this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions)
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}
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/* -------------------------------------------- */
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